Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Scenario Design Questions > Spawning Civ Specific Units
[1]
Displaying 1 - 6 out of 6 posts
1 User(s) are reading this topic (in the past 30 minutes)
0 members, 1 guests
0 members, 1 guests
What's popular right now:
Word Association (87 users)
AoKTS updates (59 users)
1.6 reward campaing (37 users)
CBA PathBlood 1.8.0 (37 users)
#ReviveCS - Proposal (32 users)
New Voobly Client 2.7 (32 users)
New CBA Hero now supports HD / D... (30 users)
Most active threads in past week:
#ReviveCS - Proposal (33 posts)
1.0c shows in game instead of 1.... (9 posts)
Error al lanzar la partida (5 posts)
WRONG GAME ROOM NUMBER INVITE (4 posts)
Setting up port forwarding in r... (4 posts)
Voobly disappearing without erro... (4 posts)
Error : 50000000 (3 posts)
- I need to basically create triggers like CBA so that when you select random you get the unique unit of that civ to spawn.
- I have a decent amount of editing skills and I know how most every trigger works.
- I know how to create units, task them, and most basic tricks.
- Do let me know if this has already been posted as I didn't checked too extensively.
- Even a link would be fine, I just need to figure this out before I can finish my map.
Any help is greatly appreciated and I apologize if this has already been covered.
Have a good day!
- Condition1: Research Techonlogy - [civ's Elite unit]
- Condition2: Timer - [your choose]
- Condition3: Own Fever Objects - [make an unit limit (can be total max unit, or specific unit max]
- Condition4: Anythnig you want more - [example player have tower (no tower=stop creating units)]
- Effect1: Create Object - [Create your civ unit]
- Effect2: Task Object - [Move your civ unit]
Some civilization's Elite civ unit tech are missing from original editor (example persians). For this civs you can make an alternative creator with some tricks (if player not get unit from first 5 sec, but everyone must have from 3, THEN he get elephants) OR you can try use [You must login to view link] which program let you see hidden techs and you can research anything (just don't click on this techs in original editor, or it will change like gaia object creating)
Just one more quick question, how does CBA work? Like how does it only activate the trigger that pertains to the civ, rather than activating them all?
So, say I make a unit spawning trigger for each civ. Like the example you gave. (thanks again )
How do I make the game detect what civ you have before the game starts so that it wont activate them all and spawn every unit at the same time?
Either way my problem is solved, but I'd like to make unique units spawn when Imp age is researched
so two of my conditions would be
Research Technology: Imperial Age
and
Research Technology: Elite "Civ specific unit" - which would activate at the start of the game.
Thanks again guys!! You make Voobly great!
Nearly like I wrote, but its firstly detect civ, then active the civ's creating.
Just detect firstly player's civ by technology condition, if it's YES, then active the current unit's creator trigger.
Yes that's right, you need to research all elite technology (if you are teuton you cannot research elite samurai exp).
Thanks man, that all I needed to know.